Command Normal. Combo filler. Will combo from his heavies and does enough hitstun to combo into most of his specials/supers. Range is quite short though, so tends to whiff depending on Hein's spacing/the amount of hits you add to a combo. 10 frame start up and is even on block. If canceled into, it loses a frame of start up but becomes -2 on block.

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* Command Normal. Combo filler. Will combo from his heavies and does enough hitstun to combo into most of his specials/supers. 10 frame start up and is even on block. If canceled into, it loses a frame of start up but becomes -2 on block.

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* As of 3.0, the move’s range has extended slightly, so it is easier to combo into from farther ranges and from more hits.

cl. B: Hits low. You can employ this after an empty hops as it starts up faster than his cr.B, combos into Bayonet and is Special Cancel-able. 4 frame start up and -1 on block.

cl. C: Combo filler. Cancels into Bayonet and Special Cancel-able. 8 frame start up and 0 on block.

cl. D: Starts up a frame faster than cl.C. Cancels into Bayonet and Special Cancel-able. Seems to activate farther out cl.C. Does same damage as cl.C.

Crouching

cr. A: Good poke with fast start up. Chains into cr.B and Bayonet. Special Cancel-able. 4 frame start up and only -1 on block.

cr. B: Another good poke for him and his main combo starter. Chains into itself and combos into Bayonet. Hits low. Special Cancel-able but combos into nothing without Bayonet's help. Depending on Hein's spacing, you may have to cut a cr. B or two out of your combos in order for Bayonet to hit. 5 frame start up and only -1 on block

cr. C: Another poke. Has nice range though not as nice as the animation would suggest. Doesn't hit low. Special Cancel-able. Good to cancel into Rook or maybe even A Pawn. 9 frame start up and +1 on block.

cr. D: Sweep with good range. Special Cancel-able.

Jumping

j. A: Can be used for pressure in the corner alongside j.D. 5 frame startup

j. B: Quick air to air. Whiffs on crouchers, so not a good jump in. 7 frame startup

j. C: Whiffs on a lot of crouchers, so tends to work better as a slow air to air. 9 frame start up

j. D: Good jump in for starting pressure or combos. Hits at a good angle, though can sometimes whiff if mistimed. 7 frame start up.

Blowback

st. CD: Good range but slow start up. Special Cancel-able. You can get stuff like King or MAX King mid-screen and longer combos in the corner. A common tactic is to extend A Pawn’s range by whiff cancelling it from st. CD.

j. CD: Works great as an air to air. Also good in pressure because it causes a lot of blockstun. If it hits, it pushes the opponent toward the corner, which is great for Hein. Only thing to watch out for is the slow start up, which is 12 frames.

Throws

Skewer - (b/f+C) close

Hein twists the opponent arm around their back then palm thrusts them. The opponent is knocked away near the corner.

Hard knockdown

Pin - (b/f+D) close

Hein swings the opponent around him, then hits them twice, knocking them towards the middle of the screen

Soft knockdown

Command Moves

Bayonet - (f+A)

Command Normal. Combo filler. Will combo from his heavies and does enough hitstun to combo into most of his specials/supers. 10 frame start up and is even on block. If canceled into, it loses a frame of start up but becomes -2 on block.

As of 3.0, the move’s range has extended slightly, so it is easier to combo into from farther ranges and from more hits.

Blunder - (f+B)

Overhead. You can cancel into it from his normals, but it will not combo. Causes Hein to become airborne, so you can only cancel it into Bishop (qcb+B/D in air). Useful in corner combos/pressure. 22 frame start up but safe on block at -1.

Special Moves

Pawn - (qcf + A/C)

Hein twists around quickly to perform a straight thrusted stab with his fingers